using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Horridor
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch Batchy;

        // debug stuff
        DebugLayer buggy;
        SpriteFont gameFont;

        public static MouseState mouseState;
        public static KeyboardState keyboardState;

        // delete me!
        public static Texture2D playerTex;

        // Texture hashmap
        private Dictionary<String,Texture2D> textureMap = new Dictionary<string,Texture2D>();

        // Level
        private Level level1;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            Batchy = new SpriteBatch(GraphicsDevice);

            textureMap.Add("player",Content.Load<Texture2D>("Textures/bill-spleet"));

            playerTex = Content.Load<Texture2D>("Textures/bill-spleet");
            gameFont = Content.Load<SpriteFont>("SpriteFont1");

            // World textures
            textureMap.Add("ground", Content.Load<Texture2D>("Textures/ground"));
            textureMap.Add("tiledFloor", Content.Load<Texture2D>("Textures/floor"));

            level1 = new Level(new Texture2D[] { textureMap["ground"], textureMap["tiledFloor"] });
            buggy = new DebugLayer(gameFont);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            
            mouseState = Mouse.GetState();
            keyboardState = Keyboard.GetState();

            level1.Update(gameTime.ElapsedGameTime.Milliseconds);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            Batchy.Begin();
            level1.Draw(Batchy);
            buggy.Draw(Batchy);
            Batchy.End();
            
            base.Draw(gameTime);
        }
    }
}
